3D Vision fix for The Talos Principle, using the DirectX 11 renderer.
Fixed
- Dynamic lighting and shadows.
- Reflections and other haloing problems.
- Fog.
- Light shafts.
- Heatwave distortion.
- Distant geometry and skyboxes put at more depth when they were too close.
- Correctly stereoized crosshair.
- Stereoized parallax occlusion mapping.
- Stereoized specular reflections.
Known issues
- In very few locations, parallax occlusion mapping may be stereoized incorrectly. This happens when the game doesn't have a specific source for coordinates available.
- In very few locations, specular reflections may remain at surface depth. This happens when the game doesn't have a specific source for coordinates available.
- The game doesn't want to show refractions/reflections at the sides of some effects when the separation of the effect is too high. This shows as "stretching".
- The white outlines of interactive objects don't exactly follow the geometry of the object, but the depth of the 2D outline is mostly OK.
Installation
- Download this file and extract its contents in the "The Talos Principle\Bin\x64" folder, where "Talos.exe" is.
- Run the game and let it overwrite the Nvidia profile.
- Configure the game to use the DirectX 11 renderer (the game uses it by default).
Recommendations
- Set the parallax occlusion mapping settings to their maximum.
Hotkeys
- F4: convergence presets (0.333333, 0.666666, 1). 1 by default.
If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com